Crowfall reveals the secrets of its crowdfunding success

With $2.7 million raised from fans and $12.5 million total in its pockets from multiple sources, ArtCraft has a wealth of money on which to build Crowfall. The studio also has a wealth of experience with crowdfunding, and in a new interview, Gordon Walton shares what he and the other leaders at ArtCraft have learned from running one of the more successful MMORPG Kickstarter campaigns to date.

The five key lessons that Walton shared were: Crowdfunding is a test of a product’s market viability, that it’s important to sell a product and not a dream, that different crowdfunding platforms require different approaches, that studios need to bring their loyal fans out for these campaigns, and that it’s vital to communicate clearly and often.

“The real trick is always about finding the right customers, who want to be part of your business, they want to support you,” said Walton. “A lot of entrepreneurs are more focused on their product than their customers. If I have any advice for people, it’s ‘always think about the customer first.'”

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5 Comments on "Crowfall reveals the secrets of its crowdfunding success"

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Jeff

I’m wondering if MMo development has become more affordable in 2002 it cost 60 million to develop vanilla WoW .

That’s around 82 million in today’s dollars, either there are corners being cut or they have found ways to make gaming development a whole lot more affordable.

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angrakhan

Back in 2002 there was no such thing as ‘the cloud’. Blizzard had to invest a lot of money in renting space in brick and mortar buildings, building out racks and racks of servers, and paying all the people that setup and maintain all of that data center hardware. These days you can just spin up servers on demand on someone’s cloud. It’s not free but it’s a fraction of the cost it was back in the day. Also there’s a lot of pre-built gaming engines and frameworks (Crowfall is using Unity 5 I think) that can be leveraged these days that Blizzard had to R&D from scratch. So yes, I think it’s a lot cheaper to build games now than it was in 2002.

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odin valhalla

It also doesnt hurt when you have industry veterans at the helm of the project with pedigree’s that enable consumers to make the leap of faith. That’s why Crowfall was easy to back for me, same with CU. Those two titles were the last I will ever pre fund and its because I knew the two heads (walton and jacobs) put their personal industry prestige on the line.

Solaris
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Solaris

Very happy with state of test. The campaign world is fantastic and I’m amazed out how fun faction battles have been. This game is starting to deliver on the promises those that backed at Kickstarter were given. I would also have to give huge kudos to Artcraft for their constant communication and community involvement. As a backer, I never really had any moments of doubt or wondering where my money was being spent due to constant dev posts and video updates. Really been a breath of fresh air as far as crowdfunded projects go.

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Dystopiq

Is there a gameplay loop yet? Progression? Or is it just testing ATM.

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